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Amiga Format AFCD52 (Issue 136, May 2000).iso
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2000-02-23
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Short: FIXED! New 3D modular library for games.
Author: ingpippa@mbservice.it Pyper
Uploader: ingpippa@mbservice.it Pyper
Type: dev/misc
*** NEW: A lot of fixing from last release, wich were very incomplete and buggy.
That's more stable, and has new fondamental functions: in the new demos
objects are now hakkfully included in the exe like in the old ones: are
builded with BuildWildObject() or loaded from a file with LoadWildObject().
More: textures are loaded from 24bit chunky files and remapped FFASTLY into
the scene's palette. The GFX aspect of the library is the same, because
I didn't worked on: I mad more to do.
Next release will feature a better GFX, I hope...
WILD is a new library to make life easyer to 3D games creators:
it's a complete 3D engine, really modular (so machine-adaptive,
and you can also write your own modules) and quite fast (my modules
are all written in 100% assembly).
That release is only a preview (quite buggy and sometime crashy)
to see the main features of my engine.
What about features ?
- 3D engine features:
- BSP System, with Face entities or Dot entities (2d bitmaps,lens flares,...)
- A cynematic-like system: ALL the objects are defined by parts,subparts (you
can define any number and any depth of childs of an object!).
Every part is defined by you with a 3D orthogonal axis system, with an
O,I,J,K, defined RELATIVELY to the parent object.
Pratically: you can define a finger, child of a hand, child or a arm,
child of a body (child of ??? WHAT MONSTER !!??) and when you move or
rotate the body, the arm and the hand move transparently. You can move
everything relatively or absolutely too.
See Cynematic demos to see that.
- In a scene you can have a lot of lights, and some drawmodules will feature
also colorful lights.
- GFX engine:
- the current modules (but more will come soon) feature:
- flat or gouraud shading illumination (lights calced in angular & distance mode).
- texture mapping (linear, now).
- NEW: first (very first) support for CGFX. (something you must do manually...
see notes...)
- NEARLY FUTURE FEATURES:
- color lights. (i have a method, very fast, but no time now to code (sorry, soon!!))
- better&faster modules (these are quite alpha...)
- some fileformats for levels, and a Loader module (you will see
in this archive some first developements of WABL format, a quite
simple ASCII format (but POWERFUL)).
- prefs editor: the library is now ok, but the editor is still beta.
- the engineer system, quite beta now: checks the compatibility of the engine
(now is not checked) and will auto-repair it, in a quite near future.
- FUTURE FEATURES (if somebody will use that lib...)
- (better) gfxboard support. (via RTGMaster first, then via CGFX, then
(maybe) via os 3.5 (when will come...)).
- 3d hw acceleration (via RTGMaster3D extension or WARP3D: i can't
concentrate on specific hw (and i can't get all them!)).
- PPC support, when (and if) i will get a PPC card (or a PPC Boxer). (not
so far !)
Note: the current modules are not definitive and not optimized.
They are only the first, to test the 3Dengine. More will come.
(I hope somebody will help me writing more draw modules.)
Q: Why did you started writing WILD !?
A: Wild is thinked to make life easyer to game-developers: in the future,
it will probably support even 3d cards (cybervision64/3d,bvision,
(3dfx !?)). So, when you make a game, you only have to concentrate in
the playability, and in the design of levels. The 3D engine will be
provided by WILD, and you will be sure your game will run on virtually
any Amiga, even future Amigas.
Q: But my 3D engine is BETTER THAN YOURS !!
A: Probably that's true. (now, that's SURE!! (just now!))
And so why don't you write is as a WILD module and distribute it ?
(You can even write it and distribute only with you game, or make
it PD).
Q: Why are you still writing all this useless Q&A when you just have a
bunch of crappy code !? GO AND WORKkK!!
A: Ehm... .. . !
(GAME-)DEVELOPERS!! If you want to help me (writing a module, or more),
e-mail me !!! I'll give you everything you need! For game writing, you
should wait for a more stable release, with will come (i hope) soon.
About this archive:
REMEMBER: Assign WildPJ: <WILDPATH>
before using the demos: some need that.
Libs/ : Contains the wild.library (the master library) and all the
sublibs. You have to add this directory to the LIBS: assign,
just do:
Assign LIBS: <WILDPATH>/Libs/ ADD
Demos/ : Contains some demos of my library. See the Cynetic ones, there
is a quite nice object (but you will also see my too-early bsp
tree (wich now adds objects as dots, and not face by face, but
i'll add very soon)). 1,2,3 are only sub-variants.
Images/ : Some images of the Wild logo.
Prefs/ : A preview of the wild prefs editor, now does nearly nothing.
TRY IT, AND E-MAIL ME, EVEN JUST TO SAY IT'S RUBBISH, BUT I WANT TO KNOW!!
Thanks! Pyper.
CGFX SUPPORT: Now there is a DisplayModule for CGFX: the DisplayTryCyber8.library
To use it, edit with a hex editor the exe filex (Kube,Cynetik,
SimpleWorld,PPctImageMapping...), search "TryPeJam+" and change it
in "TryCyber8".
Note that this module is quite bad: has a hakkful "Triple Buffer",
but flickers because I use simply 3 linked screens and I put to front
every time the one drawed. So, the ScreenDepth() call is quite slow
and flickers. If anybody knows how to do a fast TripleBuffer using
CGFX, help me...
(I know picasso96 is better in this point, I'll see...)